G11 - p2
It is week 2 of G11 project.
I opted to do most of my high poly stuff in maya before bopping over to zbrush, then made final touchups there.
Here's how it came out:
I opted to do most of my high poly stuff in maya before bopping over to zbrush, then made final touchups there.
Here's how it came out:
Welp. This is basically 100 ton 2.0.
Lotta shit to get into, but the big TLDR is that:
Firstly the ridiculous amount of small bits and bobs on this thing. Seriously.
Secondly: uprezzing all those small bits and bob's without losing integrity
Thirdly: finding countless little things that needed to be fixed during that process.
and finally: separating out certain parts to create more realism. Then uprezzing that.
Jesus. I planned on having it done and at least starting the retop + uv but that's getting shelved to this week.
That's all folks.
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Lotta shit to get into, but the big TLDR is that:
Firstly the ridiculous amount of small bits and bobs on this thing. Seriously.
Secondly: uprezzing all those small bits and bob's without losing integrity
Thirdly: finding countless little things that needed to be fixed during that process.
and finally: separating out certain parts to create more realism. Then uprezzing that.
Jesus. I planned on having it done and at least starting the retop + uv but that's getting shelved to this week.
That's all folks.
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Schedule update:
W3: Finish high poly, Retop + UV, first pass substance textures + in game
W3.5: Any catchup stuff, 2nd pass textures + in game.
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